// webgl/webgl_interactive_cubes_ortho.js
import {document,window,requestAnimationFrame,cancelAnimationFrame,Event,core,performance} from 'dhtml-weixin';
import * as THREE from '../three/Three.js';

import Stats from './jsm/libs/stats.module.js';
var requestId
Page({
	   
         onUnload() {
	   		cancelAnimationFrame(requestId, this.canvas)
this.worker && this.worker.terminate()
		setTimeout(() => {
			if (this.renderer instanceof THREE.WebGLRenderer) {
				this.renderer.dispose()
				this.renderer.forceContextLoss()
				this.renderer.context = null
				this.renderer.domElement = null
				this.renderer = null
			}
		}, 0)
        
	},
         webgl_touch(e) {
        const web_e = Event.fix(e)
        //window.dispatchEvent(web_e)
        //document.dispatchEvent(web_e)
        this.canvas.dispatchEvent(web_e)
    },
async onLoad() {
        const canvas3d = this.canvas =await document.createElementAsync("canvas","webgl")
var that = this

        
			let container, stats;
			let camera, scene, raycaster, renderer;

			let theta = 0;
			let INTERSECTED;

			const pointer = new THREE.Vector2();
			const radius = 500;
			const frustumSize = 1000;

			init();
			animate();

			function init() {

				container = document.createElement( 'div' );
				document.body.appendChild( container );

				const aspect = window.innerWidth / window.innerHeight;
				camera = new THREE.OrthographicCamera( frustumSize * aspect / - 2, frustumSize * aspect / 2, frustumSize / 2, frustumSize / - 2, 1, 1000 );

				scene = new THREE.Scene();
				scene.background = new THREE.Color( 0xf0f0f0 );

				const light = new THREE.DirectionalLight( 0xffffff, 1 );
				light.position.set( 1, 1, 1 ).normalize();
				scene.add( light );

				const geometry = new THREE.BoxGeometry( 20, 20, 20 );

				for ( let i = 0; i < 2000; i ++ ) {

					const object = new THREE.Mesh( geometry, new THREE.MeshLambertMaterial( { color: Math.random() * 0xffffff } ) );

					object.position.x = Math.random() * 800 - 400;
					object.position.y = Math.random() * 800 - 400;
					object.position.z = Math.random() * 800 - 400;

					object.rotation.x = Math.random() * 2 * Math.PI;
					object.rotation.y = Math.random() * 2 * Math.PI;
					object.rotation.z = Math.random() * 2 * Math.PI;

					object.scale.x = Math.random() + 0.5;
					object.scale.y = Math.random() + 0.5;
					object.scale.z = Math.random() + 0.5;

					scene.add( object );

				}

				raycaster = new THREE.Raycaster();

				renderer = that.renderer = new THREE.WebGLRenderer({canvas:canvas3d});
				renderer.setPixelRatio( window.devicePixelRatio );
				renderer.setSize( window.innerWidth, window.innerHeight );
				container.appendChild( renderer.domElement );

				stats = new Stats();
				container.appendChild( stats.dom );

				document.addEventListener( 'pointermove', onPointerMove );

				//

				window.addEventListener( 'resize', onWindowResize );

			}

			function onWindowResize() {

				const aspect = window.innerWidth / window.innerHeight;

				camera.left = - frustumSize * aspect / 2;
				camera.right = frustumSize * aspect / 2;
				camera.top = frustumSize / 2;
				camera.bottom = - frustumSize / 2;

				camera.updateProjectionMatrix();

				renderer.setSize( window.innerWidth, window.innerHeight );

			}

			function onPointerMove( event ) {

				pointer.x = ( event.clientX / window.innerWidth ) * 2 - 1;
				pointer.y = - ( event.clientY / window.innerHeight ) * 2 + 1;

			}

			//

			function animate() {

				requestId = requestAnimationFrame(animate);

				render();
			//	//stats.update();

			}

			function render() {

				theta += 0.1;

				camera.position.x = radius * Math.sin( THREE.MathUtils.degToRad( theta ) );
				camera.position.y = radius * Math.sin( THREE.MathUtils.degToRad( theta ) );
				camera.position.z = radius * Math.cos( THREE.MathUtils.degToRad( theta ) );
				camera.lookAt( scene.position );

				camera.updateMatrixWorld();

				// find intersections

				raycaster.setFromCamera( pointer, camera );

				const intersects = raycaster.intersectObjects( scene.children, false );

				if ( intersects.length > 0 ) {

					if ( INTERSECTED != intersects[ 0 ].object ) {

						if ( INTERSECTED ) INTERSECTED.material.emissive.setHex( INTERSECTED.currentHex );

						INTERSECTED = intersects[ 0 ].object;
						INTERSECTED.currentHex = INTERSECTED.material.emissive.getHex();
						INTERSECTED.material.emissive.setHex( 0xff0000 );

					}

				} else {

					if ( INTERSECTED ) INTERSECTED.material.emissive.setHex( INTERSECTED.currentHex );

					INTERSECTED = null;

				}

				renderer.render( scene, camera );

			}
    }
})